ZellSF wrote on 2021-03-17, 22:51:
You're right, that is weird.
Dungeon Keeper enumerates 320x200@8bit, but KeeperFX does not. The documentation for KeeperFX says it should still support it. OK, maybe an open source project having out of date documentation isn't that weird.
The flags SetCooperativeLevel and EnumDisplaymodes methods called with could tell if the game actually enables 320x200x8 or not. dgVoodoo relies on those 2 flags I mentioned.
ZellSF wrote on 2021-03-17, 22:51:
KeeperFX actually has a problem with the scaling options. FMV mode should be 320x200 (4:3) and gameplay should be whatever you want which is likely not 4:3. dgVoodoo doesn't have any way to make that work. KeeperFX is the only application I can think of with that setup though and it probably should be fixed within KeeperFX.
Indeed, currently there is no solution for 320x200 with forced 4:3 and other resolutions with unforced aspect ratio. I thought it's not a big problem with old games because they typically support only 4:3 or 5:4 resolutions.
De-M-oN wrote on 2021-03-18, 20:49:
What I found quite interesting is, that some games work on the Direct3D12 Output better than Direct3D11 Output.
For example in World Racing 2 I had the problem that I had no numbers etc on the speedometers. Only with Direct3D12 they're there 😀
I have a nvidia card.
Unlike D3D12, D3D11 is not an ideal API to map certain D3D8/9 features to, so D3D11 impl contains workarounds for those, that don't always (seem to) work.
But, each individual game should be checked out one by one to see if that's the case. Do you have other examples? I may have a look at them when I find some time.
FulValBot wrote on 2021-03-17, 23:43:
When i says that some games don't work properly when i try to use scaling mode in dgVoodoo2 (Painkiller) it means that i can see only partial screen of game...
That screen of ZellZF (named "Bad") i think that is almost the same thing... in Painkiller the image is visible only at botton right (only the image, not the window)
How can i use DOSBox with dgVoodoo2 without crash?
Painkiller queries the size of its rendering window to adjust its rendering viewport. Since forced resolutions or scaling modes other than 'unspecified' changes the expected window size, the viewport goes wrong.
Forced things are not guaranteed features in dgVoodoo, Painkiller is an example where it doesn't work (but I could enumerate some scene demos as well here). Play the game at native resolution and it'll be ok.
As for DOSBox, does it always crash or just with a specific game/environment?